What is Evocosim
Evocosim is a game that was created with the goal of having an open ended player extendable environment. The planned setting is a virtual universe complete with an economy and a variety of styles of play.
Objectives:
Phase 1 (Complete)
-Moving Objects
-Networking
-Basic Infrastructure
Phase 2 (Complete 5/17/06)
-Ship Stats: current location
-Fully Networked Environment: A playable and consistent environment.
-Account Stats
-Server Login: User name and password
-Ship: The ship associated with this player
-Items: An inventory for the ship, along with the ability to jettison the items into space
-More Models: Planet models and more ship models
Phase 3 (Complete 7/21/06)
-Object Selection
-jME Prototype
-Docking
-Economy of some type
-AI:
-A basic patrol rout to demonstrate a non play controled ship
-Player Accounts
-Saved Control Setup
-Space Stations: Space stations to dock at
-Controls
-Mouse control demonstrated
-Primitive Physics System
Phase 4 (Complete 12/10/06)
-Logging
-Started converting over to using log4j
-Login
-Basic account creation
-Login enabled
-Networking
-Created working Server
-Slow system and serices implemented
-Primitive real time system
-Hibernate
-Saving and loading: Account, Player, Ship, Engine
Phase 5 (In progress)
-Networking
-Improved real time system
-Chat, Simple in game communication interface
-Website
-Registration
-Visit Tracking (counter)
-Improved looks
-Combat
-Weapons
-Mountable
-Lasers
-Missiles
-Ship Stats
-HP
-Docking
-Removing Ship Environment
-Animation
-Billboarding
-Stars in sky
-Overhead Display
-Physics
-Ship to Ship collision
-Velocity, fixing
-Camera, fixing
-Econ
-Varying Prices
-Setting Consumption and Production
-Swing interface
-Re-implement control maps
Phase ++ (Future Ideas/Plans)
-Contracts, instead of missions
-Engine Charge Times
-Implement Radar
-AI
-An AI Trader
-Work towards Evolution
-Selection
-Improved Time Performance
-New Graphic, other than flashing objects
-Command Experience
-Console base control
-Death Dates
-Newbie Pen: An area where new players start out and struggle to survive to make it to the full game.
-Planets: Visual landmarks, and perhaps rotating systems
-Economy: A way to trade items
-Basic Resources: Different planets/space stations having different resources
-Ship construction: Building ships on factories
-Players should be separated from AIs
-Players: no charging restrictions, should have MUDflation counteractors
-AIs: fixed price based on supply/demand/profit margin
-Ship Customization: Ability to mount what weapons where you want
-Strategic Fleet Control: Adding in game elements to allow for controlling more than one ship in a RTS style game
-Groups: An in game collection of players, all playing together
-Inheritance: The passing on of in game wealth. IE Keep playing once your character is dead
-Escape Pods: A way to avoid death, if your attackers are so kind.
-Transporters: Another way to avoid death, if you are near a space station
-Clones: A high priced way to cheat death
-Children: A family structure to allow your children to take over
-Followers: Gather other characters to take over your wealth once you gone. (Characters are not players)
-Insurance: Having someone else pay for your new ship, once your ship is blown up
-Orgs: Different in game groups with different goals and ideologies.
-IDs: Each ship/player carries IDs of the orgs they belong to
-Public: That player announce to all that he is a member of this org
-Encrypted: That player only announce to other members of the same org that he is a member
-Hidden: That player doesn't announce to anyone that he is a member of the org